From dae03382bf1e3abfcc33417c611b9194c7783b3f Mon Sep 17 00:00:00 2001 From: RealBadAngel Date: Mon, 9 Dec 2013 13:25:43 +0100 Subject: Optimize shaders code. Add settings at compile time. --- client/shaders/plants_shader/opengl_fragment.glsl | 15 +++----- client/shaders/plants_shader/opengl_vertex.glsl | 45 +++++++++++------------ 2 files changed, 28 insertions(+), 32 deletions(-) (limited to 'client/shaders/plants_shader') diff --git a/client/shaders/plants_shader/opengl_fragment.glsl b/client/shaders/plants_shader/opengl_fragment.glsl index abbcada88..31981f9b9 100644 --- a/client/shaders/plants_shader/opengl_fragment.glsl +++ b/client/shaders/plants_shader/opengl_fragment.glsl @@ -1,11 +1,7 @@ -#version 120 - uniform sampler2D baseTexture; uniform sampler2D normalTexture; uniform sampler2D useNormalmap; -uniform float enableBumpmapping; - uniform vec4 skyBgColor; uniform float fogDistance; uniform vec3 eyePosition; @@ -19,12 +15,13 @@ void main (void) { vec3 color; vec2 uv = gl_TexCoord[0].st; - -#ifdef NORMALS + +#ifdef USE_NORMALMAPS float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r; - float enable_bumpmapping = enableBumpmapping; +#endif - if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) { +#ifdef ENABLE_BUMPMAPPING + if (use_normalmap > 0.0) { vec3 base = texture2D(baseTexture, uv).rgb; vec3 vVec = normalize(eyeVec); vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0); @@ -53,5 +50,5 @@ void main (void) float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0)); col = mix(col, skyBgColor, d); } - gl_FragColor = vec4(col.r, col.g, col.b, alpha); + gl_FragColor = vec4(col.r, col.g, col.b, alpha); } diff --git a/client/shaders/plants_shader/opengl_vertex.glsl b/client/shaders/plants_shader/opengl_vertex.glsl index c1bdd62a9..7987fc16d 100644 --- a/client/shaders/plants_shader/opengl_vertex.glsl +++ b/client/shaders/plants_shader/opengl_vertex.glsl @@ -1,43 +1,42 @@ -#version 120 - uniform mat4 mWorldViewProj; uniform mat4 mInvWorld; uniform mat4 mTransWorld; uniform float dayNightRatio; uniform float animationTimer; -uniform float enableWavingPlants; - uniform vec3 eyePosition; varying vec3 vPosition; varying vec3 eyeVec; -float smoothCurve( float x ) { - return x * x *( 3.0 - 2.0 * x ); -} -float triangleWave( float x ) { - return abs( fract( x + 0.5 ) * 2.0 - 1.0 ); -} -float smoothTriangleWave( float x ) { - return smoothCurve( triangleWave( x ) ) * 2.0 - 1.0; -} +#ifdef ENABLE_WAVING_PLANTS +float smoothCurve( float x ) { + return x * x *( 3.0 - 2.0 * x ); +} +float triangleWave( float x ) { + return abs( fract( x + 0.5 ) * 2.0 - 1.0 ); +} +float smoothTriangleWave( float x ) { + return smoothCurve( triangleWave( x ) ) * 2.0 - 1.0; +} +#endif void main(void) { gl_TexCoord[0] = gl_MultiTexCoord0; - if (enableWavingPlants == 1.0){ - vec4 pos = gl_Vertex; - vec4 pos2 = mTransWorld * gl_Vertex; - if (gl_TexCoord[0].y < 0.05) { - pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2.x * 0.1 + pos2.z * 0.1) * 2.0 - 1.0) * 0.8; - pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2.x * -0.5 + pos2.z * -0.5) * 2.0 - 1.0) * 0.4; - } - gl_Position = mWorldViewProj * pos; + +#ifdef ENABLE_WAVING_PLANTS + vec4 pos = gl_Vertex; + vec4 pos2 = mTransWorld * gl_Vertex; + if (gl_TexCoord[0].y < 0.05) { + pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2.x * 0.1 + pos2.z * 0.1) * 2.0 - 1.0) * 0.8; + pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2.x * -0.5 + pos2.z * -0.5) * 2.0 - 1.0) * 0.4; } - else - gl_Position = mWorldViewProj * gl_Vertex; + gl_Position = mWorldViewProj * pos; +#else + gl_Position = mWorldViewProj * gl_Vertex; +#endif vPosition = (mWorldViewProj * gl_Vertex).xyz; eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz; -- cgit v1.2.3